PM3.02 - Jigglypuff - Subaction - AttackAirN

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Stats

IASA: 50
Auto Cancel Window: 1-5, 29-50
Auto Cancel Lag: 4
Landing Lag: 22
Landing Lag (L-Cancel): 11
Hitboxes active: 6-28
Hitbox set 0 hits: 6
Subaction Index: 0x62

Hitboxes

Move staling reduces damage up to 45%. Move staling also reduces final knockback, shieldstun and hitlag because damage is used in their formulas.

Frames:6-7

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 12 10 70 361 Normal Kick 7 6
0 1 12 10 70 361 Normal Kick 7 6

Frames:8-28

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 9 10 80 361 Normal Kick 6 5
0 1 9 10 80 361 Normal Kick 6 5

Scripts

Main

  1. AsyncWait(5.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. CreateHitBox(HitBoxArguments { bone_index: 5, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 361, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 10, size: 5.08, x_offset: 0.0, y_offset: 1.84, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 52, hitbox_id: 1, set_id: 0, damage: Constant(12.0), trajectory: 361, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 10, size: 3.91, x_offset: 0.0, y_offset: 2.2, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  5. SyncWait(2.0)
  6. CreateHitBox(HitBoxArguments { bone_index: 5, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 10, size: 4.69, x_offset: 0.0, y_offset: 1.84, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 52, hitbox_id: 1, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 10, size: 3.52, x_offset: 0.0, y_offset: 2.2, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  8. AsyncWait(28.0)
  9. DeleteAllHitBoxes
  10. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  11. AsyncWait(49.0)
  12. AllowInterrupts

GFX

  1. Goto(0x9019c168)

SFX

  1. AsyncWait(5.0)
  2. SoundEffect1(6134)

Other

  1. AsyncWait(6.0)
  2. Rumble { unk1: 17, unk2: 0 }